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  2. Frame rate - Wikipedia

    en.wikipedia.org/wiki/Frame_rate

    Frame time is related to frame rate, but it measures the time between frames. A game could maintain an average of 60 frames per second but appear choppy because of a poor frame time. Game reviews sometimes average the worst 1% of frame rates, reported as the 99th percentile, to measure how choppy the game appears.

  3. Flicker fusion threshold - Wikipedia

    en.wikipedia.org/wiki/Flicker_fusion_threshold

    Television typically originates at 50 or 60 frames or interlaced fields per second. The flicker fusion threshold does not prevent indirect detection of a high frame rate, such as the phantom array effect or wagon-wheel effect , as human-visible side effects of a finite frame rate were still seen on an experimental 480 Hz display.

  4. Refresh rate - Wikipedia

    en.wikipedia.org/wiki/Refresh_rate

    In a CRT, the vertical scan rate is the number of times per second that the electron beam returns to the upper left corner of the screen to begin drawing a new frame. [3] It is controlled by the vertical blanking signal generated by the video controller , and is partially limited by the monitor's maximum horizontal scan rate .

  5. High-speed photography - Wikipedia

    en.wikipedia.org/wiki/High-speed_photography

    Muybridge's photographic sequence of a race horse galloping, first published in 1878. High-speed photography is the science of taking pictures of very fast phenomena. In 1948, the Society of Motion Picture and Television Engineers (SMPTE) defined high-speed photography as any set of photographs captured by a camera capable of 69 frames per second or greater, and of at least three consecutive ...

  6. Glossary of video game terms - Wikipedia

    en.wikipedia.org/wiki/Glossary_of_video_game_terms

    A measure of the rendering speed of a video game's graphics, typically in frames per second (FPS). frame-perfect An action that must be performed within a single frame for perfect execution. free look 1. To be able to look around the map freely, usually limited by typical mechanics of the game such as the boundaries of the game world. This is ...

  7. Active shutter 3D system - Wikipedia

    en.wikipedia.org/wiki/Active_shutter_3D_system

    LCD technology is not usually rated by frames per second but rather the time it takes to transition from one pixel color value to another pixel color value. Normally, a 120 Hz refresh is displayed for a full 1/120 second (8.33 milliseconds) due to sample-and-hold , regardless of how quickly an LCD can complete pixel transitions.

  8. What colors can cats see? Here's how your pet perceives the ...

    www.aol.com/entertainment/colors-cats-see-heres...

    From velvety purples to fiery reds, many people can see a spectrum of vivid colors via the human eye. Others, however, may have limited hue perception due to certain conditions.. Animals, on the ...

  9. High-motion - Wikipedia

    en.wikipedia.org/wiki/High-motion

    In the early 20th century when 35mm movie film was developed, producers found that 18–24 frames per second was adequate for portraying motion in a movie theater environment. Flicker was still a problem at these rates, but projectors solved this by projecting each frame twice, thus creating a refresh rate of 36–48 Hz without using excessive ...

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